NathanSweet 27270a5781 Spine Runtimes license update.
Minor update to fix "SOFTARE" typo and clairfy how to get permission.
2015-04-24 21:33:24 +02:00

239 lines
7.6 KiB
C++

/******************************************************************************
* Spine Runtimes Software License
* Version 2.3
*
* Copyright (c) 2013-2015, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to use, install, execute and perform the Spine
* Runtimes Software (the "Software") and derivative works solely for personal
* or internal use. Without the written permission of Esoteric Software (see
* Section 2 of the Spine Software License Agreement), you may not (a) modify,
* translate, adapt or otherwise create derivative works, improvements of the
* Software or develop new applications using the Software or (b) remove,
* delete, alter or obscure any trademarks or any copyright, trademark, patent
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#include <iostream>
#include <string.h>
#include <spine/spine-sfml.h>
#include <SFML/Graphics.hpp>
#include <SFML/Window/Mouse.hpp>
using namespace std;
using namespace spine;
#include <stdio.h>
void callback (AnimationState* state, int trackIndex, EventType type, Event* event, int loopCount) {
TrackEntry* entry = AnimationState_getCurrent(state, trackIndex);
const char* animationName = (entry && entry->animation) ? entry->animation->name : 0;
switch (type) {
case ANIMATION_START:
printf("%d start: %s\n", trackIndex, animationName);
break;
case ANIMATION_END:
printf("%d end: %s\n", trackIndex, animationName);
break;
case ANIMATION_COMPLETE:
printf("%d complete: %s, %d\n", trackIndex, animationName, loopCount);
break;
case ANIMATION_EVENT:
printf("%d event: %s, %s: %d, %f, %s\n", trackIndex, animationName, event->data->name, event->intValue, event->floatValue,
event->stringValue);
break;
}
fflush(stdout);
}
void spineboy () {
// Load atlas, skeleton, and animations.
Atlas* atlas = Atlas_createFromFile("data/spineboy.atlas", 0);
SkeletonJson* json = SkeletonJson_create(atlas);
json->scale = 0.6f;
SkeletonData *skeletonData = SkeletonJson_readSkeletonDataFile(json, "data/spineboy.json");
if (!skeletonData) {
printf("%s\n", json->error);
exit(0);
}
SkeletonJson_dispose(json);
SkeletonBounds* bounds = SkeletonBounds_create();
// Configure mixing.
AnimationStateData* stateData = AnimationStateData_create(skeletonData);
AnimationStateData_setMixByName(stateData, "walk", "jump", 0.2f);
AnimationStateData_setMixByName(stateData, "jump", "run", 0.2f);
SkeletonDrawable* drawable = new SkeletonDrawable(skeletonData, stateData);
drawable->timeScale = 1;
Skeleton* skeleton = drawable->skeleton;
skeleton->flipX = false;
skeleton->flipY = false;
Skeleton_setToSetupPose(skeleton);
skeleton->x = 320;
skeleton->y = 460;
Skeleton_updateWorldTransform(skeleton);
Slot* headSlot = Skeleton_findSlot(skeleton, "head");
drawable->state->listener = callback;
if (false) {
AnimationState_setAnimationByName(drawable->state, 0, "test", true);
} else {
AnimationState_setAnimationByName(drawable->state, 0, "walk", true);
AnimationState_addAnimationByName(drawable->state, 0, "jump", false, 3);
AnimationState_addAnimationByName(drawable->state, 0, "run", true, 0);
}
sf::RenderWindow window(sf::VideoMode(640, 480), "Spine SFML - spineboy");
window.setFramerateLimit(60);
sf::Event event;
sf::Clock deltaClock;
while (window.isOpen()) {
while (window.pollEvent(event))
if (event.type == sf::Event::Closed) window.close();
float delta = deltaClock.getElapsedTime().asSeconds();
deltaClock.restart();
SkeletonBounds_update(bounds, skeleton, true);
sf::Vector2i position = sf::Mouse::getPosition(window);
if (SkeletonBounds_containsPoint(bounds, position.x, position.y)) {
headSlot->g = 0;
headSlot->b = 0;
} else {
headSlot->g = 1;
headSlot->b = 1;
}
drawable->update(delta);
window.clear();
window.draw(*drawable);
window.display();
}
SkeletonData_dispose(skeletonData);
SkeletonBounds_dispose(bounds);
Atlas_dispose(atlas);
}
void goblins () {
// Load atlas, skeleton, and animations.
Atlas* atlas = Atlas_createFromFile("data/goblins-ffd.atlas", 0);
SkeletonJson* json = SkeletonJson_create(atlas);
json->scale = 1.4f;
SkeletonData *skeletonData = SkeletonJson_readSkeletonDataFile(json, "data/goblins-ffd.json");
if (!skeletonData) {
printf("Error: %s\n", json->error);
exit(0);
}
SkeletonJson_dispose(json);
SkeletonDrawable* drawable = new SkeletonDrawable(skeletonData);
drawable->timeScale = 1;
Skeleton* skeleton = drawable->skeleton;
skeleton->flipX = false;
skeleton->flipY = false;
Skeleton_setSkinByName(skeleton, "goblin");
Skeleton_setSlotsToSetupPose(skeleton);
//Skeleton_setAttachment(skeleton, "left hand item", "dagger");
skeleton->x = 320;
skeleton->y = 590;
Skeleton_updateWorldTransform(skeleton);
AnimationState_setAnimationByName(drawable->state, 0, "walk", true);
sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - goblins");
window.setFramerateLimit(60);
sf::Event event;
sf::Clock deltaClock;
while (window.isOpen()) {
while (window.pollEvent(event))
if (event.type == sf::Event::Closed) window.close();
float delta = deltaClock.getElapsedTime().asSeconds();
deltaClock.restart();
drawable->update(delta);
window.clear();
window.draw(*drawable);
window.display();
}
SkeletonData_dispose(skeletonData);
Atlas_dispose(atlas);
}
void raptor () {
// Load atlas, skeleton, and animations.
Atlas* atlas = Atlas_createFromFile("data/raptor.atlas", 0);
SkeletonJson* json = SkeletonJson_create(atlas);
json->scale = 0.5f;
SkeletonData *skeletonData = SkeletonJson_readSkeletonDataFile(json, "data/raptor.json");
if (!skeletonData) {
printf("Error: %s\n", json->error);
exit(0);
}
SkeletonJson_dispose(json);
SkeletonDrawable* drawable = new SkeletonDrawable(skeletonData);
drawable->timeScale = 1;
Skeleton* skeleton = drawable->skeleton;
skeleton->x = 320;
skeleton->y = 590;
Skeleton_updateWorldTransform(skeleton);
AnimationState_setAnimationByName(drawable->state, 0, "walk", true);
AnimationState_setAnimationByName(drawable->state, 1, "empty", false);
AnimationState_addAnimationByName(drawable->state, 1, "gungrab", false, 2);
sf::RenderWindow window(sf::VideoMode(640, 640), "Spine SFML - raptor");
window.setFramerateLimit(60);
sf::Event event;
sf::Clock deltaClock;
while (window.isOpen()) {
while (window.pollEvent(event))
if (event.type == sf::Event::Closed) window.close();
float delta = deltaClock.getElapsedTime().asSeconds();
deltaClock.restart();
drawable->update(delta);
window.clear();
window.draw(*drawable);
window.display();
}
SkeletonData_dispose(skeletonData);
Atlas_dispose(atlas);
}
int main () {
raptor();
spineboy();
goblins();
}